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Diffeomorphic Add-ons Version 5.1.0 Released
Hi, im using the new diffeomorphic & blender 4.5.5. When I import my character, all the JCMS work aside from smile? Snarl, surprised, etc. all works fine, except she will NOT smile at all. How can I fix this please? Thanks in advance!
Sigrid 9 - Discussion ThreadThe current support line for her has "/Runtime/Support/DAZ_3D_114287_Sigrid_9_Athlete_HD_Shape_Add-On.dsx" in my DAZ Studio metadata.
Search DIM SKU::114287 to see if you can find her that way.
Partial rendering a scene / "Spot rendering" to Filestitlown said:
2. [I got ChatGPT to write me a python-script-turned-into-windows-.exe] Process the frame sequence to turn black transparent. This was a little tricky as part of the re-rendered area were fire flames that were part transparent themselves and too-simple a black-to-transparent conversion left them with blackened edges quite unlike the proper render. This was solved by pushing the black-to-transparency a suitable distance into grey and the potential for some feathering of the boundary.
3.[I got ChatGPT to write me another ...-to-.exe] Merge the rerendered .png sequence onto the original .jpg sequence.
A much easier option would be to use Photoshop (in my case I use paint.net). Select the rendered section using the rectangular select tool, copy it, create new layer and paste it onto that. Then delete the original layer with the black. You are left with a perfectly positioned spot render that you can layer over your "faulty" image. You can either save it and use it later or import your faulty image straight in and layer it underneath. Job done in around a minute.
Anyone having issues with the oxygen tank in the full diving suit?I have only a couple of morphs that do this, AM Body Weight being one, and it dos seem semii-reasonable - that moves the back out (so the nearer part of the mesh gets squished as it is closer to the surface and so more strongly affected) while also spreading sideways (so when the model follows that it gets stretched wider). This seems to be due to the (sliightly odd) Rigidity Groups - removing those (with the Geoemtry Editor) and then Edit>Figure>Shape>Clear Generated Morphs to get rid of the existing, flattening morph did stop the odd behaviour but it would also mean that a lot of morphs with a less uniform effect would distort the model. I suspect the issue is that the reference group seems to eb the same as the Rigidity Group, which is a bit odd, but I don't know what the tradeoffs found in creating the model were. Converting to another figure will remove the Rigidity maps and projected morphs, which is why you don't see the same thing there.
What you might try is removing the Rigidity Groups, clearing the generated morphs, and then apply each problem morph (as long as it is a single morph) to an otherwise zeroed base figure. If the default morph projection looks OK you could then export the tank as OBJ, using the same name as the morph on the base figure (the name isn't the labvel, you can get it from Parameter Settings - the gear icon on the slider for the morph). The reload the origiinal tank, with its Rigidity maps, and use Morph loader pro to import the exported OBJ files as new morphs - when you set the morph on the base figure it will use the imported shape, not the problematic projected morph, though you may need to adjust the rigging to accomodate the new shape, but you should still have protection from distortion due to other morphs.
DAZ Director Plugin (WIP)Just in case anyone is following, I've added substantial updates to the Script Server and the MCP Server.
See https://github.com/bluemoonfoundry/daz-script-server and https://github.com/bluemoonfoundry/daz-mcp-server
Main updates are tighter integration between the two to work together, async requests to support long-running scripts like batch renders, and probably most important 70 tools/skills/resources exposed through the MCP server that can be leveraged by LLMs. The next big update will expose the DAZ content library to natural language search, which will also be exposed as a tool.
MCP Server Tools Documentation Tools ┌─────────────────┬────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├─────────────────┼────────────────────────────────────────────────────────────────────┤ │ daz_script_help │ Get DazScript documentation, examples, and best practices by topic │ └─────────────────┴────────────────────────────────────────────────────────────────────┘ Low-Level Tools ┌──────────────────┬───────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────┼───────────────────────────────────────────────────────────┤ │ daz_status │ Check DAZ Studio connectivity and DazScriptServer version │ ├──────────────────┼───────────────────────────────────────────────────────────┤ │ daz_execute │ Execute inline DazScript code with optional args │ ├──────────────────┼───────────────────────────────────────────────────────────┤ │ daz_execute_file │ Execute a .dsa/.ds script file from disk │ └──────────────────┴───────────────────────────────────────────────────────────┘ High-Level Tools ┌──────────────────┬────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────┼────────────────────────────────────────────────────────────┤ │ daz_scene_info │ Get scene snapshot (figures, cameras, lights, selection) │ ├──────────────────┼────────────────────────────────────────────────────────────┤ │ daz_get_node │ Read all numeric properties of a node by label/name │ ├──────────────────┼────────────────────────────────────────────────────────────┤ │ daz_set_property │ Set a numeric property (transform, morph, etc.) on a node │ ├──────────────────┼────────────────────────────────────────────────────────────┤ │ daz_render │ Trigger render with current settings, optional output path │ ├──────────────────┼────────────────────────────────────────────────────────────┤ │ daz_load_file │ Load a content file into the scene │ └──────────────────┴────────────────────────────────────────────────────────────┘ Morph Discovery Tools ┌───────────────────┬──────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├───────────────────┼──────────────────────────────────────────────────────────────────────┤ │ daz_list_morphs │ List all morphs on a node with current values; filter to active only │ ├───────────────────┼──────────────────────────────────────────────────────────────────────┤ │ daz_search_morphs │ Search morphs by name pattern (case-insensitive substring match) │ └───────────────────┴──────────────────────────────────────────────────────────────────────┘ Scene Hierarchy Tools ┌────────────────────────┬──────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├────────────────────────┼──────────────────────────────────────────────────────────────────────┤ │ daz_get_node_hierarchy │ Get complete hierarchy tree for a node with all descendants │ ├────────────────────────┼──────────────────────────────────────────────────────────────────────┤ │ daz_list_children │ List direct children of a node │ ├────────────────────────┼──────────────────────────────────────────────────────────────────────┤ │ daz_get_parent │ Get parent node of a node │ ├────────────────────────┼──────────────────────────────────────────────────────────────────────┤ │ daz_set_parent │ Set parent of a node with optional world-space transform maintenance │ └────────────────────────┴──────────────────────────────────────────────────────────────────────┘ Multi-Character Interaction Tools ┌───────────────────────┬─────────────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├───────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_look_at_point │ Make character look at world-space point with configurable body involvement │ ├───────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_look_at_character │ Make one character look at another character's face │ ├───────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_reach_toward │ Position arm to reach toward world-space point using pseudo-IK │ ├───────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_interactive_pose │ Coordinate two characters for interaction (hug, handshake, etc.) │ └───────────────────────┴─────────────────────────────────────────────────────────────────────────────┘ Batch Operations Tools ┌──────────────────────────┬─────────────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_batch_set_properties │ Set multiple properties on one or more nodes with individual error handling │ ├──────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_batch_transform │ Apply same transform properties to multiple nodes │ ├──────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_batch_visibility │ Show or hide multiple nodes │ ├──────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_batch_select │ Select multiple nodes (replace or add to current selection) │ └──────────────────────────┴─────────────────────────────────────────────────────────────────────────────┘ Viewport and Camera Control Tools ┌──────────────────────────┬──────────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────────────┼──────────────────────────────────────────────────────────────────────────┤ │ daz_set_active_camera │ Set which camera is active in the DAZ Studio viewport │ ├──────────────────────────┼──────────────────────────────────────────────────────────────────────────┤ │ daz_orbit_camera_around │ Position camera orbiting around target at specified angle/distance │ ├──────────────────────────┼──────────────────────────────────────────────────────────────────────────┤ │ daz_frame_camera_to_node │ Frame camera to show a node (auto-calculates distance from bounding box) │ ├──────────────────────────┼──────────────────────────────────────────────────────────────────────────┤ │ daz_save_camera_preset │ Save camera position/rotation as JSON-serializable preset data │ ├──────────────────────────┼──────────────────────────────────────────────────────────────────────────┤ │ daz_load_camera_preset │ Restore camera from saved preset data │ └──────────────────────────┴──────────────────────────────────────────────────────────────────────────┘ Animation System Tools ┌────────────────────────┬─────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_set_keyframe │ Set a keyframe on a property at specified frame │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_get_keyframes │ Get all keyframes for a property │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_remove_keyframe │ Remove a keyframe at specified frame │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_clear_animation │ Remove all keyframes from a property │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_set_frame │ Set current animation frame │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_set_frame_range │ Set animation frame range (start and end) │ ├────────────────────────┼─────────────────────────────────────────────────────────┤ │ daz_get_animation_info │ Get animation timeline info (current frame, range, fps) │ └────────────────────────┴─────────────────────────────────────────────────────────┘ Advanced Rendering Control Tools ┌──────────────────────────┬───────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────────────┼───────────────────────────────────────────────────────┤ │ daz_render_with_camera │ Render from specific camera without changing viewport │ ├──────────────────────────┼───────────────────────────────────────────────────────┤ │ daz_get_render_settings │ Get current render settings and configuration │ ├──────────────────────────┼───────────────────────────────────────────────────────┤ │ daz_batch_render_cameras │ Render from multiple cameras in sequence │ ├──────────────────────────┼───────────────────────────────────────────────────────┤ │ daz_render_animation │ Render animation frame range as image sequence │ └──────────────────────────┴───────────────────────────────────────────────────────┘ Spatial Query Tools ┌──────────────────────────────┬─────────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────────────────┼─────────────────────────────────────────────────────────────────────────┤ │ daz_get_world_position │ Get world-space position, local position, rotation, and scale of a node │ ├──────────────────────────────┼─────────────────────────────────────────────────────────────────────────┤ │ daz_get_bounding_box │ Get bounding box (min/max corners, center, dimensions) of a node │ ├──────────────────────────────┼─────────────────────────────────────────────────────────────────────────┤ │ daz_calculate_distance │ Calculate distance and direction vector between two nodes (cm) │ ├──────────────────────────────┼─────────────────────────────────────────────────────────────────────────┤ │ daz_get_spatial_relationship │ Natural language spatial relationship between two nodes │ ├──────────────────────────────┼─────────────────────────────────────────────────────────────────────────┤ │ daz_check_overlap │ Check if two nodes have overlapping bounding boxes │ └──────────────────────────────┴─────────────────────────────────────────────────────────────────────────┘ Property Introspection Tools ┌───────────────────────────┬──────────────────────────────────────────────────────┐ │ Tool │ Description │ ├───────────────────────────┼──────────────────────────────────────────────────────┤ │ daz_inspect_properties │ List all properties on a node; filter by type │ ├───────────────────────────┼──────────────────────────────────────────────────────┤ │ daz_get_property_metadata │ Get detailed metadata for a single named property │ ├───────────────────────────┼──────────────────────────────────────────────────────┤ │ daz_validate_script │ Static analysis of DazScript for known anti-patterns │ └───────────────────────────┴──────────────────────────────────────────────────────┘ Lighting Preset Tools ┌───────────────────────────┬──────────────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├───────────────────────────┼──────────────────────────────────────────────────────────────────────────────┤ │ daz_apply_lighting_preset │ Create a professional lighting setup in one command │ ├───────────────────────────┼──────────────────────────────────────────────────────────────────────────────┤ │ daz_validate_scene │ Validate scene for collisions, lighting, cameras, and figures; returns score │ └───────────────────────────┴──────────────────────────────────────────────────────────────────────────────┘ Emotional Direction Tools ┌─────────────────┬───────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├─────────────────┼───────────────────────────────────────────────────────────────────────┤ │ daz_set_emotion │ Apply an emotional expression to a character (morphs + body language) │ └─────────────────┴───────────────────────────────────────────────────────────────────────┘ Content Library Navigation Tools ┌──────────────────────┬────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├──────────────────────┼────────────────────────────────────────────────────────────┤ │ daz_list_categories │ List subdirectories in content library under a parent path │ ├──────────────────────┼────────────────────────────────────────────────────────────┤ │ daz_browse_category │ List .duf files in a content library category path │ ├──────────────────────┼────────────────────────────────────────────────────────────┤ │ daz_get_content_info │ Read metadata from a .duf file without loading it │ └──────────────────────┴────────────────────────────────────────────────────────────┘ Scene Composition / Cinematography Tools ┌────────────────────────────┬──────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├────────────────────────────┼──────────────────────────────────────────────────────────────┤ │ daz_apply_composition_rule │ Position camera using a photography composition rule │ ├────────────────────────────┼──────────────────────────────────────────────────────────────┤ │ daz_frame_shot │ Frame camera to subject using a standard cinematic shot type │ ├────────────────────────────┼──────────────────────────────────────────────────────────────┤ │ daz_apply_camera_angle │ Apply a standard camera angle preset relative to a subject │ └────────────────────────────┴──────────────────────────────────────────────────────────────┘ Scene Checkpoint Tools ┌─────────────────────────┬─────────────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├─────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_save_scene_state │ Save current transforms, morphs, and light properties as a named checkpoint │ ├─────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_restore_scene_state │ Restore scene state from a named checkpoint │ ├─────────────────────────┼─────────────────────────────────────────────────────────────────────────────┤ │ daz_list_checkpoints │ List all saved checkpoints in the current session │ └─────────────────────────┴─────────────────────────────────────────────────────────────────────────────┘ Scene Layout & Proximity Tools ┌───────────────────────┬───────────────────────────────────────────────────────────────────────┐ │ Tool │ Description │ ├───────────────────────┼───────────────────────────────────────────────────────────────────────┤ │ daz_get_scene_layout │ Full spatial map of all scene nodes with positions and bounding boxes │ ├───────────────────────┼───────────────────────────────────────────────────────────────────────┤ │ daz_find_nearby_nodes │ Find all nodes within a radius of a target node │ └───────────────────────┴───────────────────────────────────────────────────────────────────────┘ Total: 70 tools across 17 categories
An Attempt of a "Limited Time Freebie" Message Only Email Alert Thread Part 2New bi-weekly batch of “Limited-Time Free” from Fab (until April 21 at 9:59 AM ET).
- FANTASTIC - Dungeon Pack. Dungeon building components, numerous props, scenery. On the lower-poly side, but probably still very useful for fantasy style renders. Unreal, Unity, Blender, fbx, formats.
- Forest Of Spikes. Creepy trees and rocks. Unreal format.
- Not useful for Daz: NexxNote | Sketch & Note for Blueprints. (Unreal scripting/blueprints tool.) Unreal format.
Special comment: The dungeon pack will be of particular interest—not just because there are fbx and Blender files—for folks doing fantasy/dungeon renders. There are a lot of usable props and environment pieces.
With Fab freebies, you can choose a Personal or Professional license. I always switch to the Professional license (since it’s free and gives you more).
Note that these are usually in Unreal or sometimes Unity, Godot, Blender, or generic 3D formats, so will require some work to convert for use in Daz.
I’m not aware of any tool for straight conversion from Unreal to Daz. so it takes a couple steps. First, convert from Unreal Engine to Blender format, then export/import between Blender and Daz. This article covers some ways of doing the conversion from Unreal to Blender: “Exporting from Unreal Engine to Godot, Unity or Blender”. Then from Blender to Daz, you can use one of the various tools, such as Diffeomorphic.
Please take replies and discussion to the discussion thread.
What is this?Early versions of DS4 used ValentinaDB to store metadata for Smart Content and Daz switched to PostgreSQL in 4.9. So they provided an utility to migrate your metadata into the new format at the time.
I don't think it has had any use after that, but it's still provided with DS.
The new "blender to Daz plugin"takanuinuva_40f6ab6ae5 said:
I don't use Blender but would like to port Blender models.
So do I need to Download Blender to use this porter or can I just import the files with this installed?You need Blender itself.
The new "blender to Daz plugin"I don't use Blender but would like to port Blender models.
So do I need to Download Blender to use this porter or can I just import the files with this installed?3delight render only grey textues.3delight only give me grey render after update
128After updating to the latest version, I only get gray textures in 3D Light. Iray displays the textures, but not 3D Light.Cascadeur 2025.2 to Daz 4.24Hi everyone,
I’ve created an animation in Cascadur, but after exporting it, I'm seeing that it's not importing into Daz correctly. The arms and legs don't seem to be rotated the way they are in Cascadeur.
Here are the details:
- I’m importing the model into Cascadeur using Import Fbx/dae → Scene.
- I use auto rigging which finds all the correct bones and Generate Rig, then I create the animation.
- I export using the Command → Export to Daz option in the 2025.2 Pro version of Cascadeur.
- I've followed the steps of the official Cascadeur YouTube tutorials (although they're a little old now), and applying the Prepare for Animation script that turns off limitations and locks in Daz, but neither solved the problem.
Could you please advise on where the issue might be, or provide a workflow to avoid this? I love how the animations come out in Cascadeur so it would be a waste to not use them with my Daz models.
Thank you!
ClothesEh, no. DAZ studio is not a modeling software. You would have to use Hexagon, Blender, marvelous designer, zbrush, etc and then import the clothing objects into DS to rig it for daz figures.[TIP] Golden Palace misplaced, script for material inactive when opening scene in PublicBuildPadone said:
Crosswind, we are not discussing the status of tools here. We are rather stating that saving a duf file within MG or GE may alter the geometry information saved in the duf, thus creating issues when importing or opening it in another application. In diffeomorphic we get some displacement in geografts if we save the duf within GE.
If you open the duf in daz studio this doesn't happen as it is dealt with, but it happens if you open or import the duf with another application.
I'm confused ~~ I know that modified data of geometry with MG / GE are stored within DUFs but in the above OP, they didn't mention anything about opening DUFs (saved in DS 4.24) in other applicaitons other than DS PublicBuild, did they ?
So, it looks as if they saved a Scene with GP in DS 4.24 GeneralRelease when MG is activated, then found an issue of geometry misplaced after opening the Scene in DS 4.24 PublicBuild, doesn't it ?
Besides, they said "It appears DAZ serializes the active tool state into the .duf file, and Mesh Grabber leaves a pending transformation on the mesh at save time." i.e., they didn't alter any geometry with MG but just loaded GP with MG tool activated~
However, Mesh Grabber saves nothing new to Scene file if there's no delta change with it in terms of geometry manipulation... it's the same with the tools like Geometry Editor / Node Weight Brush that just unweld conformers ~~
Edit: I personally never experienced such an issue mentiond in OP ~~ I just tested the case a couple of times, with DS 4.2x / DS 6.2x GR + PB, I couldn't reproduce the issues ~~ So, the issue shouldn't happen as long as MG or GE or NWB tool is not activated when opening DUF file no matter with DS GeneralRelease or PublicBuild ~~
[TIP] Golden Palace misplaced, script for material inactive when opening scene in PublicBuildCrosswind, we are not discussing the status of tools here. We are rather stating that saving a duf file within MG or GE may alter the geometry information saved in the duf, thus creating issues when importing or opening it in another application. In diffeomorphic we get some displacement in geografts if we save the duf within GE.
If you open the duf in daz studio this doesn't happen as it is dealt with, but it happens if you open or import the duf with another application.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Deepeyed said:
In EZOrganizer what does the export do?
Great question! EZOrganizer gives you three export options — Export Folder, Export Panel, and Export All — and they all do
the same thing at different scales: they convert your EZFinder organization into a format Daz Studio can natively read.Why does this exist? EZFinder stores your folders in its own optimized format for speed. Daz Studio can't read that
directly. Export bridges the gap — it translates your virtual folders into standard Daz-compatible metadata.Export All is the big one. It takes every tab, panel, and folder you've built and writes them out to a single location.
Point Daz Studio at that folder as a base directory, and suddenly all your carefully organized content shows up in Smart
Content and the Content Library — no EZFinder needed.So if you prefer working inside Daz Studio rather than switching to EZFinder, you get the best of both worlds: organize in
EZFinder where it's fast and flexible, then export so everything is available right inside Daz.One thing to keep in mind: if you reorganize anything in EZFinder, you'll need to re-export for Daz to see the changes.
The 'Eat Your Food and Like It' Complaint Threadmemcneil70 said:
Complaint: I woke just before midnight this morning. That spiking headache that drove me to bed early last evening was still there, pounding behind my right frontal lobe. And of course it is Saturday and there is very little but CNN on live right now. I do have 8 cups of coffee brewed to make it until Denver wakes up. Of course Charlie spit up just as I came back to my bedroom from the kitchen. We are on week two of this run of tummy upsets
Yesterday, I was getting ready to work on the metadata for one of the Fabiana packages I had bought from DAZ, Theory of Light 2 - Energy Flow, I found that I had it already, bought from Renderosity. So now I have two files of it, in two places. There are days you want to shoot yourself in the head. But I noticed her products are on sale this morning! I have two more to still do the metadata on them and their promos are up on my screen and show $5.00. If you didn't buy them from Renderosity already, even having to do the metadata is worth purchasing her fantastic products.
So sorry for your ongoing head troubles, and for Charlie's tummy issues. I hope there's relief from both soon.
I've been waffling on the Fabiana light products... everybody sings their praises, and I've no doubt they're good, but I don't tend to do portraits, so I'm wondering if I would ever actually use them.
The 'Eat Your Food and Like It' Complaint ThreadComplaint: I woke just before midnight this morning. That spiking headache that drove me to bed early last evening was still there, pounding behind my right frontal lobe. And of course it is Saturday and there is very little but CNN on live right now. I do have 8 cups of coffee brewed to make it until Denver wakes up. Of course Charlie spit up just as I came back to my bedroom from the kitchen. We are on week two of this run of tummy upsets
Yesterday, I was getting ready to work on the metadata for one of the Fabiana packages I had bought from DAZ, Theory of Light 2 - Energy Flow, I found that I had it already, bought from Renderosity. So now I have two files of it, in two places. There are days you want to shoot yourself in the head. But I noticed her products are on sale this morning! I have two more to still do the metadata on them and their promos are up on my screen and show $5.00. If you didn't buy them from Renderosity already, even having to do the metadata is worth purchasing her fantastic products.
Twisted Easter Bunny problemWendyLuvsCatz said:
have you redownloaded in case the tiff was fixed?
I also just apply Iray Uber and tweak settings no fancy script needed
though I do have them
don't own this product
yep redownloaded via dim couldn't instudio didn't even have unistall option and updating metadata did nothing either but what NorthOf45 suggested worked. On side note I often come across something in smarty that hasn't installed properly and gotta unistall reinstall sometimes several times either by dim or in studio if it has that option even newer stuff gets annoying at times
Creating JCMs for programs using Linear Skinning (Blender, Unity, 8.1F)I'm currently using 8.1F in my Unity game via the Daz to Unity Bridge. The bridge is super helpful, thanks Daz!
There are some quite noticeable skinning issues around the shoulders (primarily), but also the knees and elbows, which I'd like to improve with custom JCMs for use in Unity. 8.1F has JCMs but they don't work well with linear skinning. I'm facing several issues creating these.
The first is the mismatched bone axes. In Daz Studio, the x/y/z differs from the exported FBX consumed by Unity/Blender. In Unity, I need to make a corrective morph for the lShldrBend x-rotation. I had to open an FBX of the character in Blender, create this pose, export as OBJ into Daz Studio, and then match it closely using the three rotation sliders that in Daz Studio, use different axes. Ok, it's doable.
I then export this posed character from Daz Studio using OBJ, and import into Blender to make the corrective morph for the desired pose. At this point, I realise that the skinning issue is not present, because the skinning to reach this pose was done in Daz Studio. Even if I disable corrective morphs in Daz Studio, the pose skinning remains pretty good - however, I will be posing in Unity/Blender, where this issue will occur.
Can anyone give guidance on how I can make this JCM, if I have to first create the pose in Daz Studio, but if Daz Studio doesn't produce the skinning issue? As far as I can tell, I need to export the posed mesh from Daz Studio via OBJ, then re-import via OBJ, to import corrective morphs.
I want to send my corrective morphs back to Daz Studio so that I can do further exports of the character whilst keeping everything intact.
Here's a demonstration of the issue:
SapphireBlue's freebies: Flower Earrings for G8/8.1F and G9(Let's hope I have removed all the strange characters added by my spellchecking software…)
These earrings look very nice
Thank you!
The Genesis 8 presets will also load them where they should be on Genesis 3 characters
: some time ago, I used them on a background character in ‘Samedi soir sur la terre’ (the blonde woman is Taraਂ for Genesis 3 and she’s wearing them, but they are too blurred to be seen clearly) and one is more visible on my most recent render, 'Hanako 9' (sorry, the hair slightly hiding them can’t be moved…):
I don’t know if everything is possible with Content Wizard though, as a script, it’s unstable on my Mac and I now have plenty of muscle memory creating metadata with Daz Studio UI), but some suggestions regarding the metadata:
1. I think a product’s name has to be unique (I’m not 100% sure, but if I’m trying to create a new product with an existing name, Daz Studio will say it already exists and suggests adding the files to the existing product), and 'Flower earrings’ while on point, is as generic as it gets, so my suggestion would be to either add SB before, making it SB Flower Earrings, less likely of conflict, or go the whole way and call them SapphireBlue’s Flower Earrings (when I made them myself, I decided to use SB, because it’s making it easier to find them by typing key::SB instead of having to type your whole name).
2. Currently, filter by target doesn’t work once in a product (it has been added to DS 2025 I think) so it can be helpful to add a number on the icon or a way to identify the figure in the name of the preset loading something related to a character. On my end, I added ’ G9’ at the end of the Genesis 9 version, but as an example, Strangefate and Roguey are also adding a number on the icon (8F for G8F, 8M for G8M and 9 for G9).
3. One suggestion about material presets (also based on what Strangefate and Roguey are doing with their bi-generation products): for material presets (it doesn’t work for Hierachichal material presets though), you can use .djl files to create links to the original presets. For people using the Content Library, it’ll be invisible because they will see material presets instead of .djl. But on the Smart Content side, the djl files are not shown, so instead of having every material preset twice, they are shown only once:

(I set them as attachment instead of accessories but I don’t remember why, I may have looked at how other products did it)
Daz Studio has a entry in a menu somewhere to create djl files, but I don’t remember where: as .djl files are very simple text files with a relative link to the .duf files they are linking to, I created my own Shell script to create them automatically using MacOS Terminal.
I don’t know if metadata made using Daz UI will play nice with the script created by, I think, Content Wizard, but if you want to see the ones I’m using, I can send you everything to check if you like it or not.
And if you don’t, I hope the render was a nice compensation for having to read my ramblings about metadata

Again, thank you for sharing these nice earrings










